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Community member Monstrous has prepared and released a very interesting infographic. The infographic shows what the class distribution of the top 100 players worldwide is for Season 5.

While still early in the season, it is good to see Wizard represented once again, as they traditionally have been absent from high level rifting. Another notable change is that Witch Doctor is back, a class which disappeared after the crowd control nerfs post Season 3. Demon Hunter seems absent everywhere, which has been the case since the glory days found in Season 1 and 2, where they were the cream of the crop in DPS output. Most interesting to me however, is the Crusader. It is a very curious case to see that roughly two-thirds of the solo boards are dominated by the Crusader, and yet the three and four man boards show them as literally nonexistent.

What do you guys think about how Season 5 has shaped up so far? Let us know below in the comments!

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The final PTR patch is here and we have the the official 2.6.1 patch notes!
A very minor set of changes arriving to the PTR today, as this is supposed to be the very last update to patch 2.6.1. It features the return of the Shrouded Moors to the GR tileset, some changes to a WD passive, skill tooltip fixes, as well as the usual legendary and set item tuning.

You should also check out the latest "First Look: Patch 2.6.1" article for a more general overview of, well, what to expect!
PTR PATCH 2.6.1 - v2.6.1.47710 (source)
Last updated October 12 @ 3:20 p.m. PDT.
Below you'll find the preliminary PTR patch notes for patch 2.6.1. Please note that this isn't the final version of the patch notes and that some changes may not be documented or described in full detail.

PTR PATCH 2.6.1 - v2.6.1.47710
To provide feedback on patch 2.6.1, please visit the PTR Feedback forum.
To report any issues you experience while playing, please visit the PTR Bug Report forum.
Please note that support for Vista / Windows XP will be ending at some point during the PTR. For more info, please see our forum post.
In order to test Necromancer changes, you will need to have purchased the Necromancer in the live game. The ability to purchase the class on the PTR has been disabled.
Table of Contents:
Classes
Items
Adventure Mode
Challenge Rifts
Monsters

CLASSES
Barbarian Skills
Battle Rage
Bloodshed
Has been redesigned:
Deal damage equal to 20% of your recent Critical Hits to enemies within 20 yards every 1 second.
Note: Bloodshed caused performance issues when encountering high enemy density, particularly when combined with Whirlwind, Pain Enhancer, and Gem of Efficacious Toxin.
Ground Stomp
Jarring Slam
Added a maximum threshold on the number of health globes that can spawn in a given time.
Crusader Skills
Blessed Hammer
Limitless
Has been redesigned:
Increase the damage of Blessed Hammer to 640% weapon damage as Holy and increase its area of effect by 20 yards.
Note: The extra projectiles created by this rune were causing performance issues in cases with high enemy density.
Monk Skills
Tempest Rush
Flurry
Reduced the maximum number of stacks from 500 to 100
Necromancer Skills
Command Skeletons
Commanding your Skeletal Warriors will break crowd control effects on them
Skeletal Warriors will no longer die after taking too many hits
Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game.
Devour
Voracious
Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts.
Simulacrum
Added a glow to the skill icon to indicate when Simulacrum is active.
Skeletal Mage
This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active
Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max.
Bone Armor
Essence cost removed
Can now be cast while moving
Army of the Dead
Frozen Army
The pulsing damage from this rune has been spread out
Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount.
Necromancer Passives
Fueled By Death
The movement speed bonus from this passive can now exceed the 25% cap
Life from Death
Added a maximum threshold on the number of health globes that can spawn in a given time.
Witch Doctor Skills
Soul Harvest
Adding a stack or refreshing Soul Harvest now refreshes all stacks of Soul Harvest.
Witch Doctor Passives
Creeping Death
Increased the duration of Haunt, Locust Swarm, and the damage amplification of Piranhas when this passive is active from 3600 to 14400 16800 19800 seconds
Note: There is currently a bug preventing this passive from affecting Piranhas; this will be fixed in an upcoming PTR patch
Wizard Skills
Arcane Orb
Frozen Orb
Create an orb of frozen death that shreds an area with ice bolts, dealing 393% 950% weapon damage as Cold
Increased projectile travel distance from 30 to 45 40
Bug Fixes
Fixed an issue which prevented Army of the Dead from sometimes triggering when the player is immediately afflicted by a monster’s crowd control after casting it
Fixed an issue where enemy monsters could heal themselves when striking another monster afflicted by Leech
Fixed a bug which caused Skeletal Mages to sometimes spawn up in the air
Fixed an issue where the firewall left behind by Arcane Orb – Scorch was not dealing damage
Fixed an issue which caused Skeletal Mages to lose their target when players used Command Skeletons to attack the same target
Fixed an issue which caused connection issues when players used a channeling skill while attempting to force move at the same time
Fixed an issue where your pets would double dip from the damage bonus granted by Wolf Companion
(PTR Only) Fixed an issue with Battle Rage - Bloodshed where the damage from critical hits was not being scaled by the proc coefficient of the power doing damage
Fixed an issue where the advanced tooltip for Bone Armor - Dislocation did not correctly state the rune did Poison damage
Fixed an issue where Furious Charge would inherit the elemental damage type on your weapon when Vile Ward was equipped, as opposed to the damage type of the rune you chose
Fixed an issue where Bone Armor: Dislocation did not apply the movement and attack speed reduction provided by Rigor Mortis
Fixed an issue where Monk players could reset the Blood is Power cooldown for Necromancers allowing them to gain more cool down reduction than intended
Fixed an issue where Creeping Death was not correctly affecting the duration of the Piranha’s damage debuff
Fixed an issue where the tooltip for Spike Trap - Impaling Spines did not display its correct damage type
Fixed an issue where the tooltip for Bone Armor - Harvest of Anguish did not display its correct damage type
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ITEMS
General
Many Legendary and Set items have had their drop chance increased
Legendary Items
Barbarian
Band of Might
After casting Furious Charge, Ground Stomp, or Leap, take 50–60% 60-80% reduced damage for 8 seconds
Bracers of Destruction
Seismic Slam deals 300–400% 400-500% increased damage to the first 5 enemies it hits.
Bracers of the First Men
Hammer of the Ancients attacks 50% faster and deals 150–200% 300-400% 400-500% increased damage
Fury of the Vanished Peak
No longer rolls Legendary-strength bonus to Seismic Slam damage as an inherent affix. Can still roll 10-15% as a random affix.
Reduces the Fury cost of Seismic Slam by 40-50% and increases its damage by 400-500%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Gavel of Judgement
No longer rolls Legendary-strength bonus to Hammer of the Ancients damage as an inherent affix. Can still roll 10-15% as a random affix.
Hammer of the Ancients returns 20–25 Fury if it hits 3 or fewer enemies. The damage of Hammer of the Ancients is increased by 400-500% 600-800% and it returns 25 Fury if it hits 3 or fewer enemies
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Note: The Legendary power on this item is currently not functioning; this will be fixed in an upcoming patch
Girdle of Giants
Seismic Slam increases Earthquake damage by 80–100% 200-250% for 3 seconds.
Skull Grasp
Increase the damage of Whirlwind by 250–300% 400-500% 300-400%
Standoff
Furious Charge deals increased damage equal to 200–250% 400-500% of your bonus movement speed.
Crusader
Blade of Prophecy
No longer rolls a bonus to Condemn damage as an inherent affix.
Two Condemned enemies also trigger Condemn's explosion and the damage of Condemn is increased by 350-450% 600-800%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Bracer of Fury
Heaven's Fury deals 150–200% 300-400% increased damage to enemies that are Blinded, Immobilized, or Stunned.
Denial
Each enemy hit by your Sweep Attack increases the damage of your next Sweep Attack by 30–40% 100-125%, stacking up to 5 times.
Faithful Memory
Each enemy hit by Falling Sword increases the damage of Blessed Hammer by 50-60% 60-80% for 10 seconds. Max 10 stacks.
Fate of the Fell
Gain two additional rays of Heaven’s Fury.
Heaven's Fury gains two additional rays and has its damage increased by 150-200% 375-500%
Frostburn
No longer smart drops for Crusader.
Frydehr’s Wrath
No longer rolls Legendary-strength bonus to Condemn damage as an inherent affix. Can still roll 10-15% as a random affix.
Condemn has no cooldown and has its damage increased by 450-600% 600-800%, but instead costs 40 Wrath.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Golden Flense
No longer rolls Legendary-strength bonus to Sweep Attack damage as an inherent affix.
Sweep Attack restores 6 Wrath for each enemy hit and has its damage increased by 225-300%
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Gyrfalcon’s Foote
Removes the resource cost of Blessed Shield and increases Blessed Shield damage by 400-500% 275-350%.
Jekangbord
No longer rolls Legendary-strength bonus to Blessed Shield damage as an inherent affix. Can still roll 10-15% as a random affix.
Blessed Shield ricochets to 6 additional enemies and has its damage increased by 300-400% 225-300%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Demon Hunter
Dead Man’s Legacy
No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
Legendary power now also increases Multishot damage, now reads Multishot hits enemies below 50-60% health twice and its damage is increased by 125-150% 150-200%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Karlei’s Point
The damage of Impale is increased by 60-80% 225-300% 300-375% and Impale it returns 10–15 Hatred if it hits an enemy already Impaled.
Lord Greenstone’s Fan
Every second, gain 160–200% 300-400% increased damage for your next Fan of Knives. Stacks up to 30 times.
Manticore
No longer rolls Legendary-strength bonus to Multishot damage as an inherent affix. Can still roll 10-15% as a random affix.
Reduces the Hatred cost of Cluster Arrow by 40-50% and increases its damage by 250-300%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Yang’s Recurve
Multishot attacks 50% faster and its damage is increased by 125-150% 150-200%.
Wraps of Clarity
Your Hatred Generators reduce your damage taken by 30–35% 40-50% for 5 seconds.
Monk
Binding of the Lost
Each hit with Seven-Sided Strike grants 3.0–3.5% 4-5% damage reduction for 7 seconds.
Balance
No longer rolls Legendary-strength bonus to Tempest Rush damage as an inherent affix. Can still roll 10-15% as a random affix.
The damage of Tempest Rush is increased by 450-600% and when your Tempest Rush hits 3 or fewer enemies, it gains 100% Critical Hit Chance..
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Cesar's Memento
Enemies take 300–400% 600-800% increased damage from your Tempest Rush for 5 seconds after you hit them with a Blind, Freeze, or Stun
The Fist of Az’Turrasq
Exploding Palm's on-death explosion damage is increased by 250–300% 400-500%.
Incense Torch of the Grand Temple
No longer rolls Legendary-strength bonus to Wave of Light damage as an inherent affix. Can still roll 10-15% as a random affix.
Reduces the Spirit cost of Wave of Light by 40–50% and increases its damage by 450-500%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Scarbringer
The damage of Lashing Tail Kick is increased by 300% 450-600% to the first 7 enemies hit
Spirit Guards
Your Spirit Generators reduce your damage taken by 30–40% 45-60% for 3 seconds.
Necromancer
Bloodsong Mail
While in the Land of the Dead, Command Skeletons gains the effect of all runes and deals 100–125% additional damage and gains the effect of the Enforcer, Frenzy, Dark Mending and Freezing Grasp runes.
Bloodtide Blade
Death Nova deals 20–30% 80-100% increased damage for every enemy within 15 25 yards..
Dayntee’s Binding
You gain an additional 40–50% damage reduction when there is an enemy afflicted by your Decrepify any of your curses.
Defiler Cuisses
Your Bone Spirit's damage is increased by 75–100% 400-500% for every second it is active.
Fate’s Vow
Army of the Dead now deals an additional 200-250% damage and gains the effect of the Unconventional Warfare rune.
Golemskin Breeches
Your Golem's damage is increased by 100–125% and You take 30% less damage while it your Golem is alive and the cooldown on Command Golem is reduced by 20-25 seconds.
Leger’s Disdain
Grim Scythe deals an additional 7–10% 65-80% damage for each point of essence it restores.
Lost Time
Your cold skills reduce the movement speed of enemies by 30%. In addition, your movement speed is increased by 4–5% 8-10% for 5 seconds. Maximum 5 stacks.
Maltorius’ Petrified Spike
Bone Spear now costs 40 Essence and deals 375–450% 550-700% increased damage.
Mask of Scarlet Death
When paired with the Revive: Purgatory rune, the mega-revived monster will drop the same number of corpses were used to create it on death.
This item will now attempt to give preference to the strongest monster to become the mega-revive when selecting a group of corpses.
Nayr’s Black Death
Each different poison skill you use increases the damage of your poison skills by 50–65% 75-100% for 15 seconds.
Scythe of the Cycle
Your Secondary skills deal 250–300% 350-400% additional damage while Bone Armor is active but reduce the remaining duration of Bone Armor by 4 seconds.
Steuart’s Greaves
You gain 40–50% 75-100% increased movement speed for 2 10 seconds after using Blood Rush.
The Johnstone
Each corpse consumed in the Land of the Dead gGrants a 50 stacks of Macabre Knowledge when Land of the Dead expires. Macabre Knowledge increases the damage of Corpse Lance and Corpse Explosion by 150–200% while outside Land of the Dead.
Witch Doctor
Bakuli Jungle Wraps
Firebats deals 150–200% 250-300% increased damage to enemies affected by Locust Swarm or Piranhas.
Mask of Jeram
Pets deal 75–100% 150-200% increased damage.
Staff of Chiroptera
No longer rolls Legendary-strength bonus to Firebats damage as an inherent affix. Can still roll 10-15% as a random affix.
Firebats attacks 100% faster, and costs 70-75% less Mana, and has its damage increased by 150-200% 125-150%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
The Short Man’s Finger
Gargantuan instead summons three smaller gargantuans each more powerful than before that have their damage increased by 500-650%.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Note: There is currently a bug which causes the new and old versions of the ring to not work when both are equipped; this will be fixed in an upcoming PTR patch
Wizard
Deathwish
While channeling Arcane Torrent, Disintegrate, or Ray of Frost, all damage is increased by 30–35% 250-325%.
Etched Sigil
Your Arcane Torrent, Disintegrate, and Ray of Frost also cast one of your other damaging Arcane Power Spenders which deal 125-150% increased damage every second.
While channeling Arcane Torrent, Disintegrate, or Ray of Frost, the damage of your Arcane Power Spenders is increased by 125-150% and you also cast one of your other damaging Arcane Power Spenders every second.
Halo of Karini
You take 45–60% 60-80% less damage for 3 4 5 seconds after your Storm Armor electrocutes an enemy more than 30 15 yards away
Nilfur's Boast
Increase the damage of Meteor by 200% 600%. When your Meteor hits 3 or fewer enemies, the damage is increased by 275–350% 675-900%
Orb of Infinite Depth
Each time you hit an enemy with Explosive Blast your damage is increased by 4% 8-10% and your damage reduction is increased by 15% 20% for 6 seconds. This effect can stack up to 4 times.
Ranslor’s Folly
Energy Twister does 225-300% more damage and periodically pulls in lesser enemies within 30 yards.
The Grand Vizier
No longer rolls Legendary-strength bonus to Meteor damage as an inherent affix.
Reduces the Arcane Power cost of Meteor by 50% and increases its damage by 30% 375-500% 300-400%
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Triumvirate
Your Signature Spells increase the damage of Arcane Orb by 150–200% 300-400% for 6 seconds, stacking up to 3 times.
Unstable Scepter
No longer rolls Legendary-strength bonus to Arcane Orb damage as an inherent affix.
The damage of Arcane Orb’s is increased by 350-450% and its explosion triggers an additional time..
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Wand of Woh
No longer rolls Legendary-strength bonus to Explosive Blast damage as an inherent affix.
The damage of Explosive Blast is increased by 300-400% and 3 additional blasts are triggered after casting Explosive Blast.
Note: Existing versions of this item will also be changed to include the damage roll in the orange text, but will always roll a damage roll equal to the previous maximum possible.
Set Items
Barbarian
Immortal King’s Call
(6) Set
While both Wrath of the Berserker and Call of the Ancients is active, you deal 400% 750% 1500% increased damage.
Might of the Earth
(6) Set
Increase the damage of Earthquake, Avalanche, Leap, Ground Stomp, Ancient Spear and Seismic Slam by 1200% 3000% 5600%.
The Legacy of Raekor
(4) Set
Furious Charge gains the effect of every rune and deals 300% 500% 1000% increased damage.
(6) Set
Every use of Furious Charge increases the damage of your next Fury-spending attack by 750% 1500% 2800%. This effect stacks. Every use of a Fury-spending attack consumes up to 5 stacks.
Wrath of the Wastes
(4) Set
During Whirlwind and for 3 seconds after, you gain 50% damage reduction and your applied Rends deal triple damage.
(6) Set
Whirlwind gains the effect of the Dust Devils rune and all Whirlwind damage is increased by 800% 1700% 3400% 3000%.
Bul-Kathos' Oath
(2) Set
Increases Fury Generation by 10 15
During Whirlwind you gain 30% 45% increased attack speed and movement speed
Crusader
Armor of Akkhan
(6) Set
While Akarat's Champion is active, you deal 600% 900% 1000% 1300% 1500% increased damage and take 15% 20% 50% less damage.
Roland's Legacymonke
(4) Set
Increase the damage of Shield Bash and Sweep Attack by 2500% 3300%.
Seeker of the Light
(6) Set
Increase the damage of Blessed Hammer by 1250% 1500% 2000% and Falling Sword by 500% 1000%.
Thorns of the Invoker
(2) Set
Your Thorns damage now hits all enemies in a 15 yard radius around you. Each time you hit an enemy with Punish, Slash, or block an attack your Thorns is increased by 35% 115% 70% 140% for 2 seconds.
Note: There is currently an issue which causes the actual Thorns increase to be 35% instead of 70%; this will be fixed in an upcoming PTR patch
(6) Set
The attack speed of Punish and Slash are increased by 50% and deal 800% 1600% 2700% 5400% of your Thorns damage to the first enemy hit.
Demon Hunter
Embodiment of the Marauder
(4) Set
Sentries deal 400% 100% 400% increased damage and cast Elemental Arrow, Chakram, Impale, Multishot, and Cluster Arrow when you do
(6) Set
Your primary skills, Elemental Arrow, Chakram, Impale, Multishot, Cluster Arrow, Companions, and Vengeance deal 1200% 2100% 2400% 2500% 3000% increased damage for every active Sentry
Natalya’s Vengeance
(6) Set
After casting Rain of Vengeance, deal 500% 750% 2500% 3500% increased damage and take 60% reduced damage for 10 seconds
The Shadow's Mantle
(6) Set
Impale deals an additional 40000% 50000% weapon damage to the first enemy hit.
Unhallowed Essence
(6) Set
Your generators, Multishot, and Vengeance deal 40% 70% 100% increased damage for every point of Discipline you have.
Monk
Inna’s Mantra
(6) Set
Gain the five runed Mystic Allies at all times and your damage is increased by 125% 150% for each Mystic Ally you have out.
Monkey King’s Garb
(6) Set
Has been redesigned.
Lashing Tail Kick, Tempest Rush, and Wave of Light have their damage increased by 600% 1000% for each stack of Sweeping Wind you have.
Raiment of a Thousand Storms
(6) Set
Your Spirit Generators increase the weapon damage of Dashing Strike to 12500% 13000% for 6 seconds and Dashing Strike increases the damage of your Spirit Generators by 1250% 1300% for 6 seconds.
Uliana’s Stratagem
(4) Set
Your Seven-Sided Strike deals double 777% its total damage with each hit.
(6) Set
Increase the damage of your Exploding Palm by 250% 1800% 2100% and your Seven-Sided Strike detonates your Exploding Palm
Shenlong's Spirit
The damage of your Spirit Generators is increased by 1.5% 2% for each point of Spirit you have
When reaching maximum Spirit, all damage is increased by 150% 200%, but you no longer passively regenerate Spirit and 65 Spirit is drained every second until you run out of Spirit
Necromancer
Bones of Rathma
(6) Set
Each active Skeletal Mage increases the damage of your minions and Army of the Dead by 625% 1000%.
Grace of Inarius
(6) Set
Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 750% 1000% weapon damage and increasing the damage they take from the Necromancer by 2750% 3750%.
Pestilence Master’s Shroud
(4) Set
Each enemy you hit with Bone Spear, Corpse Lance or Corpse Explosion reduces your damage taken by 2%, up to a maximum of 50%. Lasts 15 seconds.
(6) Set
Each corpse you consume grants you an Empowered Bone Spear charge that increases the damage of your next Bone Spear by 3000% 4000% 3300%. In addition, Corpse Lance and Corpse Explosion damage is increased by 1500% 2000% 1650%.
Trag’Oul’s Avatar
(6) Set
Your Life-spending abilities deal 3300% increased damage but cost twice as much Life. Your healing from skills is increased by 100%.
Witch Doctor
Helltooth Harness
(2) Set
Enemies hit by your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, or Wall of Death are afflicted by Necrosis, becoming Slowed, taking 1500% weapon damage every second, and taking 20% increased damage from your attacks for 10 seconds.
(6) Set
After casting Wall of Death, gain 1400% 1700% 5100% 3700% 4400% increased damage for 15 seconds to your primary skills, Acid Cloud, Firebats, Zombie Charger, Zombie Dogs, Gargantuan, Grasp of the Dead, Piranhas, and Wall of Death.
Note: This set bonus is being temporarily disabled to fix an issue with the set. It will be re-enabled in a later PTR patch.
Note: The damage bonus for you against enemies affected with Necrosis causes performance issues when encountering high density. This change is not intended to be a nerf and, when coupled with the six-piece change, should be a net buff for the complete set. This change should not change the gameplay style of this set.
Raiment of the Jade Harvester
(2) Set
When Haunt lands on an enemy already affected by Haunt, it instantly deals 120 480 560 seconds worth of Haunt damage.
(6) Set
Soul Harvest reduces damage taken by 50% for 12 seconds and consumes your damage over time effects on enemies, instantly dealing 300 1200 1400 1650 seconds worth of remaining damage.
Spirit of Arachyr
(6) Set
The damage of your creature skills is increased by 2400% 4500% 3900% 4500%. Creature skills are Corpse Spiders, Plague of Toads, Firebats, Locust Swarm, Hex, and Piranhas.
Zunimassa's Haunt
(6) Set
Enemies hit by your Mana spenders take 2500% 5500% increased damage from your pets for 8 seconds.
Wizard
Delsere’s Magnum Opus
(6) Set
Enemies affected by your Slow Time and for 5 seconds after exiting take 3500% 4100% 3800% increased damage from your Arcane Orb, Energy Twister, Explosive Blast, Magic Missile, Shock Pulse, Spectral Blade, and Wave of Force abilities.
Firebird’s Finery
(6) Set
Your damage is increased by 120% 200% 150% 250% 200% and damage taken reduced by 3% for each enemy that is Ignited. This effect can stack up to 20 times. You always receive the maximum bonus whenever a nearby Elite monster is Ignited.
Vyr’s Amazing Arcana
(6) Set
Increased number of Archon stacks gained when hitting with an Archon ability from 1 to 2
You also gain Archon stacks when you hit with an Archon ability. Archon stacks now also reduce damage taken by 0.15% and have their damage bonus increased to 18% 25% 50%
Chantodo's Resolve
(2) Set
Every second while in Archon form you expel a Wave of Destruction, dealing 350% 600% 1000% weapon damage to enemies within 30 yards
Every time you hit with an attack while not in Archon form, 350% 600% weapon damage is added to the Wave of Destruction, stacking up to 20 times
Other Items
Shields acquired by Necromancer players can now properly roll the +Max Essence affix
Bug Fixes
Fixed an issue where Mimics created from Rabid Strike were not correctly inheriting the player’s bonus damage from Lashing Tail Kick, Seven Sided Strike, Cyclone Strike, Exploding Palm and Wave of Light.
Fixed an issue where after dying, the pet damage bonus granted from Jesseth Arms could sometimes be lost if skeletons are re-commanded onto the same target.
Fixed an issue preventing the free Blood Nova granted by the Iron Rose from correctly granting the damage bonus from the Trag’Oul’s six-piece bonus.
Fixed an issue causing certain items to drop for the Necromancer which are not able to be equipped by the class.
Fixed an issue preventing Necromancer primary skills from taunting enemies when Boyarsky’s Chip is equipped.
Fixed an issue which prevented the +% Thorns damage bonus granted by Aberrant Animator from applying correctly to items such as the Spear of Jairo
Fixed an issue where you would not gain the buff from Crystal Fist when you had the buff from Channeling Pylon and Raiment of a Thousand Storms equipped
(PTR Only) Fixed an issue with Etched Sigil where the internal cooldown for casting another spender was scaling with the item’s damage roll
(PTR Only) Fixed an issue where minions summoned by the Demon Hunter's Companion skill would double dip on damage from the (6) Set bonus on Embodiment of the Marauder
(PTR Only) Fixed an issue where Gargantuan would double dip on damage from the (6) Set bonus on Helltooth Harness
(PTR Only) Fixed an issue where Hydra would double dip on damage from the (6) Set bonus of Tal Rasha's Elements
Fixed an issue with the (2) Set power of Vyr's Amazing Arcana where your Arcane Blast and Arcane Strike would not Freeze enemies unless you had the Slow Time rune chosen
(PTR Only) Fixed an issue where equipping certain Legendary items to a follower would cause performance issues
(PTR Only) Fixed an issue which caused the change to Dayntee's Binding to incorrectly affect existing versions of the item
Fixed an issue where the Wave of Destruction was doing slightly less damage than intended
(PTR Only) Fixed an issue where the Legendary power on Gavel of Judgement was not being applied when the item was equipped
(PTR Only) Fixed an issue where the equipping the new version and then the old version of The Short Man's Finger would result in no Legendary power from either being applied
(PTR Only) Fixed an issue where the legacy version of the Legendary power on Dayntee's Binding did not upgrade to the new version of this item’s power in Kanai’s Cube
(PTR Only) Fixed an issue where you could equip the legacy and new version of the Legendary power on Gavel of Judgement at the same time
(PTR Only) Fixed an issue where every rune except for Shattering Throw was not benefitting from the increased damage from Akkhan’s Leniency
(PTR Only) Fixed an issue where where Lashing Tail Kicks cast by mimics spawned by Rabid Strike were not having their damage increased by Scarbringer
(PTR Only) Fixed an issue where the new version of Fate's Vow was not displaying the correct visuals per rune selected with Army of the Dead
(PTR Only) Fixed an issue where Fate's Vow was not providing the maximum bonus to Army of the Dead when used in Kanai’s Cube
(PTR Only) Fixed an issue where it was possible to reach zero HP and live when using Haunting Visions and Simulacrum
(PTR Only) Fixed an issue where the damage over time effect left on the ground by Meteor was not being increased by the legacy version of Nilfur’s Boast.
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ADVENTURE MODE
Rifts
Reduced the number of deadends when Rifts choose the Temple of the Firstborn tileset
Increased the amount of experience and Rift progress granted by the Hematic Disciple
Increased the amount of experience and Rift progress granted by Blazing Guardians
Increased the amount of experience and Rift progress granted by Smoldering Constructs
Reduced the fog effect in the Shrouded Moors tilesets in Rifts
The Shrouded Moors tileset and the large Temple of the Firstborn tileset can no longer be selected for Greater Rifts
The amount of experience and Rift / Greater Rift progress that Shock Towers provide has been increased
Shield Pylons no longer reflects damage back to attackers
Note: Reflecting damage back to attackers caused performance issues when encountering high density.
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CHALLENGE RIFTS
Increased the amount of materials that the Challenge Rift Cache drops
The Challenge Rift Cache now always drops 10 Death’s Breath
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MONSTERS
Bug Fixes
Fixed a champion spawn rate issue for certain monsters required for the achievement ‘We Are the Champions’. The following monsters were adjusted and should spawn with the same frequency as other champion packs:
Fallen Conjurer
Fallen Peon
Fallen Cur
Fallen Grunt
Fallen Overlord
Fallen Slavelord
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PTR ONLY
D’jank Miem
Players can exchange Blood Shards with this vendor for bags containing Legendary items
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Patch 2.6.1 is just around the corner and we're taking a closer look at some of its highlights in terms of skills and itemization.
The main goal of Patch 2.6.1 is balance.
Many class sets have been revisited and updated.
Raekor & Uliana's Stratagem received numerical tweaks in power.
Wrath of the Wastes got a damage boost and the damage reduction from the 4P set bonus lasts an additional 3 seconds.
Blessed HammerLimitless has been redesigned, because it caused performance issues in high density areas.
Arcane OrbFrozen Orb can now benefit from Audacity & Power Hungry passives, because its range has been increased to 40 yards.
The vast majority of updates to Legendary items are number tweaks.
Blizzard plans to deploy the last Patch 2.6.1 build to PTR this Thursday.
- Update: Here are the probably final 2.6.1 patch notes.
Blizzard (Source)
The latest patch for Diablo III is on its way! Read on to learn more about incoming class set updates, skill changes, and balance passes coming in Patch 2.6.1.
Class Set Revisions
Following the release of the Necromancer, the theme of this patch is (appropriately) balance. We’ve taken a top-down look across all class performance in Greater Rifts, and made several changes to bring as many gameplay styles as close in line to each other as possible. Targeting the most popular or requested builds, we started with Class sets, and you can expect buffs coming your way no matter which hero is your favorite.
While some sets, like Legacy of Raekor or Uliana’s Strategem, have simply received numerical tweaks in power, others have had minor functionality tweaks that make a big difference. For example, if you’re a big fan of spinning to win, you should revisit the Wrath of the Wastes set. In addition to getting a boost in damage, the damage reduction provided by the 4-piece set bonus now lasts an additional 3 seconds, making plenty of room to toss out a Rend without feeling too vulnerable.

The Necromancer isn’t left out either; if you enjoy the bloody gameplay of Trag’Oul’s Avatar, the double-life cost from the 6-piece set bonus has been removed. Hardcore players may now feel a bit more comfortable experimenting with this set, enabling oodles of gore-tastic gameplay.

Skill Changes
While most of the incoming changes are focused on items, there were some skills that needed tweaks to improve their overall performance. Skills are the stage upon which balance is built, so we identified a number of them that would benefit from more careful tuning and improved in-game performance .
For example, Crusaders with a hankering for hammers will find that the Blessed Hammer (Limitless) rune has been redesigned. The additional projectiles were causing performance issues in high density areas, so we’ve compensated by increasing both the rune’s base damage as well as its area of effect.

Other changes were more straightforward. We noticed, for example, that Arcane Orb (Frozen Orb) could not benefit from either the Power Hungry or Audacity passives due to its ideal explosion range. We’ve increased its range to 40 yards to make the intent of this skill’s synergies clearer.

Item Revisions
Like the changes made to class set items, we’ve targeted many Legendary items to help with tuning. The large majority of these are number tweaks, but keep an eye out for a few exceptions with broader updates!

Patch 2.6.1 is well on its way and will make game play options more diverse than ever! What classic build are you looking forward to revisiting? Is there a play style you’ve always wanted to try that you plan on giving a whirl? Let us know in the comments below, or ask your questions about the upcoming patch. We’ll see you in Sanctuary!

Blizzard announced the release date of Season 12 and they're aiming to release the last Patch 2.6.1 PTR build this Thursday.
Season 12 starts on November 9. To find out more about Haedrig's Gift sets and rewards, have a look at our Season 12 overview. The last build focuses on bug fixes, tooltips and some community feedback requests. Stay tuned for more information.
Blizzard (Source)
Originally, this was scheduled to be our last patch. However, after continued observation of performance on the PTR (and passing on some additional feedback), we're in the process of generating a new build to release for testing sometime next week. We're going to aim for a Thursday release, but (as you all know is usually the case) that's a tentative date.

The changes we're making were, primarily, bug fixes in tooltips and other behind the scenes needs... but while we were at it, there were a few last community feedback requests we saw in response to our last PTR patch. Some of those changes were low risk, so we're going to move forward with them. I look forward to seeing your feedback after the patch next week!

The end of Season 11 post is here and along with the usual instructions on what to expect and what happens when a Season ends, we also got the S11 end dates and, more importantly, S12 start dates! So get ready for October 20th, clear all your missing Conquests until then and prepare for Season 12, coming on November 9th!
End of Season 11 (source)
Here we are again, nephalem. As we prepare to close out another Season in Diablo III, it's time to take a moment to remember what you have achieved and ensure that you're ready for the next.
If you haven't experienced the end of a Season, there's a lot to know about what happens to your gear, your progress, and your characters. Don't fret! We're here to give you a full overview of what to expect when the current Season ends and the next one begins.
Table of Contents:
Season Rollover
Conquests
Leaderboards
Season End and Start Dates
The Season Rollover
If you've played through a Season before, you'll know that all the gold, gear, and Paragon levels you earned don't just disappear. But what exactly happens to all that hard-earned progress when a Season ends? The short answer is that you get to keep just about all of it.
Here's a list of all the rewards from this Season you can expect your non-Seasonal heroes to enjoy:
Heroes
Seasonal heroes will be converted to either non-Seasonal Normal or Hardcore mode heroes, as appropriate. There's no need to delete any characters to make room for them; your Seasonal heroes will continue to use the same slot they currently occupy in your roster after the rollover. You’ll also be able to use Season Rebirth to convert any non-seasonal character into a Seasonal level 1 character once the next Season begins.
Gold
Any gold you earn during the Season will transfer to your non-Seasonal heroes.
Paragon Experience
The total amount of Paragon experience earned is the amount that rolls over, but not the raw total Paragon levels that you gained.
For example, if your Seasonal heroes reached Paragon 300, and your current non-Seasonal heroes are already Paragon 400, your new non-Seasonal Paragon level will still be less than Paragon 700, since Paragon levels require more experience to earn the higher you go.
Blood Shards
Similar to the way it works with gold, any Blood Shards you have available at the end of the Season will transfer to your non-Seasonal heroes.
If your non-Seasonal heroes are currently at the Blood Shard cap, any Blood Shards you earn once the Season ends will temporarily ignore the cap. You can spend these at your leisure; however, you can’t pick up any additional Blood Shards until you are below the current cap.
Items
Items that are currently equipped on a hero or in that hero's inventory will stay on that hero as it moves to a non-Seasonal game mode.
Items that are in your Seasonal stash will be sent through the in-game mail system to your non-Seasonal heroes. These items can be claimed by any non-Seasonal hero up to 30 days from the time you first log in after the Season ends. To access these items on PC, enter a game and hit the Mail icon located in the lower left corner of your screen to open your inbox. Console players can do the same by visiting the mailbox found in any town hub.
If you’ve unlocked Primal Ancient items by completing Greater Rift 70 on a Seasonal hero, you’ll also be able to obtain them on non-Seasonal heroes after the Season ends (if you have not previously unlocked them for non-Seasonal heroes).
Artisan Progress and Recipes
If your Seasonal Artisans are a higher level than your non-Seasonal Artisans at the end of the Season, their level will transfer to your non-Seasonal Artisans.
Any recipes you have on your Seasonal Artisans that are not available to your non-Seasonal Artisans will be transferred as well.
Shared Stash
Any Shared Stash slots or tabs you purchase during a Season that are not currently available to your non-Seasonal heroes will be transferred accordingly.
Achievements
Any achievements or achievement progress made during the Season is automatically applied to your non-Seasonal achievement profile. This happens in real time and does not require the Season to end first. Your achievement point total is also updated appropriately throughout the Season.
Kanai's Cube
After the Season rollover, any Legendary Powers unlocked using Kanai’s Cube on a Seasonal Character will become available on non-Seasonal characters as appropriate.
At the start of a new Season, Seasonal characters will not have access to any Kanai’s Cube Legendary Powers unlocked during previous Seasonal or non-Seasonal play.
Season 10 Rewards
All players who reach level 70 on a hero in Season 11 will unlock exclusive transmogrification appearances for pants and boots. These appearances will unlock immediately upon hitting level 70 on a Seasonal hero, and will be available on Seasonal and non-Seasonal heroes alike (even before the Season concludes). To access your new appearances, simply visit Myriam the Mystic and open the Transmogrification tab.
In addition, players can earn portrait frames and an exclusive pennant for completing various chapters of the Season Journey.
Note: All heroes, rewards, and progress will convert to the appropriate non-Seasonal game mode. Any items, gold, Paragon experience, achievements, Artisan levels or recipes, Stash space, and Blood Shards earned on Normal Seasonal heroes will transfer to your Normal non-Seasonal heroes when the Season is over. Similarly, anything you’ve earned on Hardcore Seasonal heroes will transfer to your Hardcore non-Season heroes instead.
Season 11 Conquests
Unlike other rewards, Conquests do not roll over at the end of the Season (because they aren’t available to non-Seasonal heroes). This also means that your non-Seasonal Achievement point total will not be affected by any Conquests you earn during a Season.

Season 11 Leaderboards
Once the Season ends, all Seasonal Leaderboards will be wiped and you’ll be unable to attain new Leaderboard ranks until the next Season begins. The results of the previous Season’s Leaderboards will remain available for viewing in-game for PC players. Once the new Season begins, PC players can view a handy dropdown menu to compare current and previous Season records. Similarly, console players will be able to view their rank for the previous Season.
PC players can also view current and past Leaderboards on our website.

In addition, the non-Seasonal Greater Rift Leaderboards on PC will be wiped sometime after the end of the Season. However, players on this platform can immediately compete in the currently active Era with their non-Seasonal heroes (including those who have just rolled over), and will not have to wait for the start of the next Season.

Season 11 End & Season 12 Start Dates
You can sort through your rollover rewards and review your progress on the Leaderboards between Seasons. It’s a great time to reflect on the accomplishments you’ve made and enjoy the fruits of your pre- and post-Season loot hunts!
Season 11 will be ending on the following dates and times:
North America: Friday, October 20 @ 5:00 p.m. PDT
Europe: Friday, October 20 @ 5:00 p.m. CEST
Asia: Friday, October 20 @ 5:00 p.m. KST
Season 12 will begin about four weeks afterward on the dates below:
North America: Thursday, November 9 @ 5:00 p.m. PDT
Europe: Thursday, November 9 @ 5:00 p.m. CEST
Asia: Thursday, November 9 @ 5:00 p.m. KST
Note: Season 12 will begin on a Thursday to ensure there is adequate time to respond to potential issues with Seasons before the weekend begins.
For time zone assistance, check out this handy guide. We look forward to seeing you in Season 12!

Ready for the Rollover?
How have you fared during Season 11? What was the highest Greater Rift you reached? Did you complete any Conquests? Any other exciting accomplishments to share?
Let us know in the comments!